Features & Changes

Technical:

Defect Fixes

Gameplay:

Defect Fixes

Gameplay:

Mini Skill Injectors now work for characters with up to 1.500.000 skill points, as some players were getting stuck due to the old limit of 750.000.We are aware that the info window still incorrectly says the limit is 750.000 skillpoints.

Defect Fixes

Gameplay:

Reconfigured citadels which failed to online engineering service modules correctly. This also fixes a problem with loading the facility tab, when such a citadel should have been listed. Affected service modules might need to be installed again.

New Eden has been made a better place by fixing potential exploits.

Graphics:

Fixed visibility of the market graph after tweaking display options.

Fixed a crash that occurred when exiting the Captains Quarters.

Technical:

Fixed a bug which resulted in reduced server performance due to generation of too many logs.

User Interface:

Fixed an issue where station services would not load properly when a client was launched with a stacked character sheet.

Fixed some missing notification setting strings.

Industry window: Entries in the "Blueprints and Jobs" tab, which are located in structures, are now showing the proper facility sub-menu and allow setting the destination to the structure.

Fixed an issue where items with fulfilled requirements, but missing pre-requirements, would display the "Add to Queue" button in their tooltip.

Tweaked the appearance of ship group bonus skills in the ship tree when you've trained the required skills for that group.

Features & Changes

User Interface:

Tweaked the size of the buttons in the character creator.

Fitting simulation will now default to the currently active ship at opening and will no longer return to the previously simulated ship (as this caused confusion). A suppressible confirmation window is shown when leaving fitting simulation with open changes, to ensure no progress is lost.

Defect Fixes

Audio:

Audiobanks have been modified to prevent some atmospheric sound/music from continuing beyond certain NPE sites.

Gameplay:

Attempting to warp or jump while there is a disallowed module inside the cargo of ships inside your Ship Maintenance Bay will now move those modules to the cargo space of the top level ship, allowing normal movement. This corrects the known issue affecting capital ships with command processors fit to ships within their Ship Maintenance Bay.

The blueprint originals for the tech one Command Processor rigs are now seeded across a variety of NPC stations.

Beacons for sovereignty command nodes are now disappearing correctly at capturing of the command node.

Features & Changes

Audio

Hooked up some new sounds when docking in stations; one for each race.

Clone States and Free EVE Online

EVE characters will be assigned one of two distinct clone states: Alpha or Omega

Accounts with an active subscription and their corresponding characters will be assigned the Omega Clone State and will work the same as subscribed characters have previously.

Unsubscribed accounts and their corresponding characters will now fall into Alpha State, which allows free access to EVE Online using a specific list of skills and skill levels.

Omega Clone State

Assigned to all characters on subscribed accounts

Faster training rate and longer skill queue than Alpha State

Allowed to train and use all skills, ships and modules

Alpha Clone State

Assigned to all characters on unsubscribed accounts

May train and use skills from a specific list which focus on Frigates, Destroyers, and Cruisers along with basic Industry ships

List of allowed skills varies depending on character faction

If you are returning after lapse, the faction chosen at character creation will be used to determine which skill list you have as an Alpha

Accounts lapsing from Omega to Alpha will have their training queue paused and will have previously trained skills outside the Alpha set disabled until subscription is renewed

Alpha characters may not be logged in simultaneously from the same location as other active EVE Online clients. For details please see our End User License Agreement

Account services such as PLEX, Multiple Character Training, and Skill Trading are available to characters of both Clone States, which the exception that characters in the Alpha State may not extract skills from the Alpha skill set.

For more information on Clone States, including the Alpha skill list, FAQs, and community discussion, see these Dev Blogs:

Blueprints for all these modules will also be converted accordingly, along with any ongoing Science/Industry jobs

The Command Processor I mid-slot module will be converted to a Medium Command Processor I rig. Any instances of this module currently fitted to a ship will be unfitted before conversion and moved to the ship's cargo hold.

All T1/T2 Mining Foreman Link modules to T1/T2 Mining Command Burst modules. More information is available in the blog Mining Foreman Revolution

Existing market orders and contracts containing these items will be cancelled and refunded

Note that the Command Bursts modules require Command Burst Charges in order to operate. These charges were introduced in the previous release in order to allow supplies to be built in advance.

The Rorqual sees changes and additions to its specialty modules: more information is available in the blog Mining Foreman Revolution

The Industrial Core module has been significantly improved, and a new tech II version has been added.

The Pulse Activated Nexus Invulnerability Core module is a new Rorqual-exclusive defensive superweapon. It allows the Rorqual to make itself and its allies invulnerable for a short time. This new module requires a new rank 8 skill called Invulnerability Core Operation.

Phenomena Generators have been introduced. Titans will be able to fit these new modules (one per race) that apply timed bonuses and penalties to ships over an extremely large area. Unlike Command Bursts, Effect Generators impact ALL ships within their defined area (friend or foe).

New Eden Store

The brand new Star Captain SKIN is now available for the Confessor hull.

In celebration of the launch of the Ascension expansion, the New Eden Store is hosting a massive sale of all store ship SKINs.

Science & Industry

The build, research and copy times of capital and structure blueprints have been increased. Find the details and discussion in this forum thread.

Ships

Improvement and changes to Industrial Command Ships:

The Porpoise is a new ship Industrial Command Ship that fills the hole at the bottom of the mining foreman ship progression line (further information).

The Orca is receiving a massive overhaul, with huge buffs to almost every attribute. It will be a mining powerhouse, a heavy duty ore hauler, a significant combat deterrent, and the strongest foreman burst platform available in highsec space (further information).

The Rorqual is getting a revamp from the ground-up - It will be capable of providing strong Mining Foreman Bursts, repairing allies and fighting off enemies, and vacuuming up ore faster than any other ship in New Eden (further information). The Rorqual will no longer be able to dock at Astrahus citadels, in order to bring its docking restrictions in to line with other capital ships.

The unpackaged volume of Hulks and Covetors will be dropping by 25% to make them easier to haul and store.

The requirements for training the Command Ships skill have been adjusted, significantly reducing the time required before the skill can be obtained. Find the details and discussion in this forum thread.

When undocking any ship from a Citadel or Engineering Complex that would not be able to re-dock at that structure, a warning confirmation will now be displayed explaining that this will be a one-way undock.

The number of service module slots on Citadels have been reduced. The details and discussion can be found in this forum thread.

Technical

The skill queue will now pause and restart without intervention after a Clone Jump.

The buff-bar has been enhanced to support the new Command Burst mechanics. The buff-bar is designed to show timers that are associated with your ship.

The incoming buffs that your ship receives from Command Bursts will now show up in this area. There will be one icon for each of the 5 Command Burst categories. A timer animation will show the duration of the buff, and tooltips will give more details of individual buff durations/values.

A number of other buff/debuff effects have been also integrated in to this system, including the Titan Phenomena Generators, Supercarrier Burst Projectors and the Rorqual PANIC module.

The warp-scrambling debuff side-effect of super-weapons will also appear here, showing the countdown until it has cleared.

Timers that are associated with your character (such as Criminal flags, Weapons timer etc) will continue to appear in the upper-left of the screen - these will follow your character regardless of ship switching (including whilst docked in station).

Searching in personal assets and in corporation assets is now also returning items in structures like Citadels and Engineering Complexes.

Fitting Window

Several changes have been made to the fitting window. Most notably is the addition of the Fitting Simulation.

Other improvements to the fitting window include:

When mouse-over modules while in normal fitting mode, the fitting window will no longer show preview in yellow text. This functionality has been moved to simulation mode, which provides an accurate preview.

Textures in the fitting window have been updated.

"Alpha strike" has been added to the damage section.

Damage sections now show combined dps with a tooltip that details how the dps is divided between weapons systems. In addition to raw dps, it also displays dps with module reload times taken into account.

A 'Fuel' section has been added for structures. It shows how much fuel the online services consume per day.

A 'Drone' section has been added to the fitting window. The drone panel lists bandwidth and drone control range of the deployed drones or the top drones in your drone bay.

"Align time" has been added to the navigation section. This is the time it takes for a ship to go into warp from a standstill.

Armor repair rate in the defense section now takes into account whether Ancillary repairers are charged or not.

Capacitor simulation estimation now takes into account capacitor boosters and their reload times.

Saving fitting from fitting window will now include the load charges.

A "Group All" button has been added. It can be found in the gap between rig slots and high slots

Effective hitpoints now assumes omni-damage, rather than the damage the ship is weakest to.

Text readout of the calibration output and load has been removed. This info can be found by mouse-over the calibration gauge next to the rig slots

The ship name has been moved to the left side of the ship.

Price estimation of the fit has been added to the fitting window. It has a tooltip that lists the prices of the ship and the fitted items. The prices used for the estimation are the global averages for each of the types.

The 'Save' fit button has been moved to a new panel in the left side of the window. The panel can be accessed by clicking the 'Browser' tab.

The 'Strip' button has been removed. This option is available in the ship's right click menu.

The 'Browse' button has been removed, and instead a new fitting browser has been added. It's still possible to access the fitting management window, either from the E button in the Neocom (or for now, by double clicking on the 'Hulls & Fits' tab)

The fitting management windows have been updated:

The windows will now use icons to indicate whether the fit is personal or corp owned. For corp fittings, by default, the ‘Save’ button will save the fits as corp fits, but for personal or unsaved fits it will save it as a personal fit.

For those with the corp role Fitting Manager, the 'Save' button will have a tooltip allowing you to save it either for the corp or the character.

The name of the fitting can by modified by clicking the fitting name.

The 'Rename ship to fitting name' has been moved to a setting wheel.

Fits can now be imported and exported from the fitting window through the ‘Import & Export’ option in the left panel of the window.

Defect Fixes

Gameplay

Fixed a case where it was possible to end up with a T3 cruiser with missing subsystems after applying a fitting from a link.

It is now possible to trash asset safety wraps.

Corrected the materials received when reprocessing the Standup L-Set Ice Grading Processor rigs.

Added a new NPC type to the NPE called ‘Circadian Seeker’ and renamed the old ‘Circadian Seeker’ to ‘Autothysian Lancer’.

Fixed an issue which could cause a momentary client lockup for players logging into the game while in space.

Items of deleted character, which are inherited by the corporation, are now being sent to the corporation deliveries hangar (instead of to the first hangar division).

The Crucifier Navy Issue Cold Iron SKIN (Permanent) is now available on the market.

Graphics:

Positioned launcher locators on the Typhoon to prevent overlap.

Adjusted visibility of turrets in hangar for low LOD quality.

Tweaked logo placement on the Gallente Marauder Kronos.

Corrected the looping animation on the Angel Frigate Echo.

Hacked in icons for cyno beacons.

Nailed down a section rail on the ORE Barge Retriever and variant to comply with health and safety.

Offset the logo decal on the Minmatar Command Ship Sleipnir.

Touched up the paintwork on the Ore Freighter Orca.

Erased the interior projection of registry decals for the Gallente Frigate Incursus and variants.

Stitched up the Blood Raider's jacket to close a gap with midlayer options.

Localization:

A few terms have been changed for the French client:

Training queue: changed from "file d'attente de compétences" to "file d'apprentissage de compétences"